Time Rift by Unrivaled Super Hottie

:map: Story
At some time in the far far future scientists of the Ragisaki Group(TM) found one of the fabled lost time pieces and are trying to change the past as well as gauge control over the whole universe!
However, they didn't have any idea about their opposition: Hagasaki Holding(TM)!
Through secret channels word of Ragisaki Group's shrewd plans got out and made their way towards their competitors who sent their best person for the job of stopping their plans: YOU!
By sabotaging the super computer - which is also used to stabilising the time piece - stationed on a satellite of Ragisaki Group you manage to find yourself an avenue into the location of the relic.
Unfortunately, the now unstable time piece is getting out of control and is allowing people nearby to manipulate time.
Will you be able to fix the time piece and put an end to the unstable space time continuum filled with seemingly infinite jumps in time?
:keyboard: Keybinds
- Sprint -> Shift
- Crouch -> C
- Slide -> Shift + C
- Vault/Climb -> V
- Jump -> Space
:constructionworkertone2: Our Work
- Modelling: MisterJBro, Nightwarrior & Unrivaled Super Hottie
- Animation: MisterJBro
- Level Design: Stefan0198 & Quoc & Penelope
- Game Logic: Stefan0198, MisterJBro & Quoc
- Sounds: Stefan0198, Unrivaled Super Hottie & another Friend
:tools: Tools
- Unreal Engine 4
- Blender
- FL Studio
- Quixel Megascans (some textures)
:frame_photo: Ingame Footage




Ratings
| Overall | 936th | 3.386⭐ | 68🧑⚖️ |
| Fun | 1099th | 3.085⭐ | 67🧑⚖️ |
| Innovation | 1165th | 2.9⭐ | 67🧑⚖️ |
| Theme | 1072th | 3.169⭐ | 67🧑⚖️ |
| Graphics | 323th | 4.08⭐ | 71🧑⚖️ |
| Audio | 654th | 3.28⭐ | 68🧑⚖️ |
| Humor | 1186th | 2.035⭐ | 59🧑⚖️ |
| Mood | 817th | 3.352⭐ | 66🧑⚖️ |
| Given | 112🗳️ | 175🗨️ |
Controls are bit tough however :)
Good job!
I could not get the audio to play for some reason.
Great prototype!
there's two major sticking points for me though i think, and that's the current design and the font choice.
i'll talk about font choice since that's the shortest of the two, but basically the font chosen for the pyramid environment is really not good. this is both because it's really difficult to read, and it's actually a huge accessibility problem. i get that it looks neat with the aesthetic, but to me it's far more important to ensure that your text is as legible as possible to as many people as possible.
as for the design, this is a bit harder to pin down. i think some of my issues may boil down to certain mechanics needing further refinement to feel more consistent to play with, but other things such as the player camera height when sliding, level design tricking you into doing something that will end your run, the lighting being so dim in areas that it became hard to read the level, and some other stuff lead to make the game feel more frustrating instead of fair.
again, i do want to reiterate that i think you've got something really interesting going on here! with further refinement to the mechanics to make them feel more consistent and more playtesting and iterations on the level design, there's really quite a lot of depth for you to explore and base a really fun game off of!
However, assuming that the game takes 5 minutes to complete, I think having lasers kill you and send you back through the tutorial section is a bit rough.
I also managed to fall through the world when time-rifting, so I think I'll come back to this game later. But this is really cool for a game made in three days!
I also fell through the world after the second shift. It also happened if I fell in the hole right before the shift. When I respawned there was no floor.

Also I would have loved a checkpoint system, it got really frustrating to always start from the beginning. And I agree with previous commenters that everything needs a little bit more polish. Next time maybe scale a little bit smaller with the project but actually have it well polished.
That being said the graphics and audio were really good! There would have been a lot of potential for this game!
Excellent work for 3 days - I'm very jealous of your desert. I wanted one but ran out of time!
@intodarkness We created the pyramid on ourself.
@kristoph We had some difficults with lighting building. It was looking greate but somehow it didn't work properly on the exported version :/
@flogames I hope that you at least had fun :p
(+) time travel mechanic, allowing you to switch between "worlds", that can be used to overcome obstacles
(+) meaningful & intelligent made leveldesign
(+) each timeperiod has it's on music theme
(+) swingin arms while running, a nice detail
(-) there could be soundeffects for footsteps & jumps
The goal of the game is to get into the Pyramid and find the time machine :D
This game does seem to suffer from the same problem that games like *Mirror's Edge* and *Dying Light* do, in which some players really struggle with first person platforming due to the lack of depth perception from being on one screen. In addition to that, the game really hurts from a lack of polish. I appreciate the settings menu, but I noticed that the music and sound sliders don't seem to work. I noticed that a lot of the level didn't seem to be fitted together properly, and that there was a lot of places the player could peek into places they weren't supposed to.


There was also another critical issue in the game where the future and past levels don't seem to match up perfectly, and the player can accidently teleport themselves out of bounds as a result, forcing them to restart. The main one I noticed was right after the initial tutorial for how to time warp, and I included two images of the hallway in question. Since the future hallway is wider, if the player stands on the far side of the hallway in the future and time warps to the past, they'll be knocked out of bounds and fall into the void.


It's a shame because I love the idea of this game (It feels very similar to the level in Titanfall 2 where the player can switch between the future and the past to traverse) and can see the potential of the game and the work that went into it. It really feels like it just needed a few more days of work on it to really shine. As someone who's a fan of first person parkour-like games, I would really love to see an updated version of this game, cause this game is a *lot* of fun. I appreciate the hard work and the ambition of your team here.
The mood was great, and the music felt appropriate to the different settings, reinforcing the difference in time period. Many sfx did feel missing, though. It would be worth trying to have a sound for every possible action and interaction. Think about the JUICE.
Finally, I'd love to see on your game page who did what, and what (if any) existing assets or tools you used. It is hard to rate art and sound without knowing if you made it or used assets.
Thanks for sharing!
@samuel-hollywood-summers Except for the fonts and for some textures, which we got from the Engine itself, everything in this game (sounds, models, etc.) is made during the game jam by us. That's why we opted in the sections Audio and Graphics.
I'll can add a section about who was Designer, Sound maker, Level Design, etc. Thanks for you feedback!
The design of the game was also interesting, but unfortunately I felt like each individual element of the game was working against all the other elements and it made a lot of things frustrating or counter-intuitive.
For example, the game starts off with a timer counting down and tells you you can sprint and vault, so everything lead me to expect a fast-paced _Mirror's Edge_-style experience! But the level design was cramped and enclosed and full of instant-kill traps that made it suicidal to charge ahead at full speed. And instead of respawning me close to where I died, ready to get back into the action, dying sent me back to the start of the game!
The time-traveling ability was very interesting, but felt a bit like an afterthought. There's no explanation for why you can control it (or, earlier, why you _can't_ control it) and there are only a couple of puzzles to be solved with it. I also think the time-travel system needed a bit more testing and debugging. Given the time constraints of the jam, something else would have had to have been sacrificed, but I found it buggy enough to detract from the experience.
All-in-all, there were some neat ideas presented with a lot of visual polish, but there wasn't much sense of cohesion to the game, as if it wasn't really sure about what it wanted to be.
A couple of examples of level-design that made me feel the game encouraged a cautious approach:
- the spikes in the first spike-pit aren't visible until you're already in the pit, and even then only if you look down
- although you can see the lasers before they kill you, there's no indication that they're an instant game over. (maybe they just activate something mechanism when they hit you!) In fact, since you don't have the time-jump ability yet, the time-jump-recharge bar looks just like an HP bar, so it seems reasonable to expect the lasers just knock off some HP.
Some bugs I encountered using the time-travel ability:
- one time, the chromatic aberration and double-vision effect became more severe each time I used it, until it was almost impossible to see anything at all.
- a couple of times, I ended up outside the level geometry with no way back in, and had to restart the game
- If just go back out of the entrance to the spike room with the closing-in walls, you can still use the time-travel ability but the rooms are all blank and untextured
Initially the controls felt too distant but then I got used to and start to enjoy the game, reminds me of mirror's edge, with an original aesthetic and location.
Great job!